using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BuffElectrocuted:BuffBase {

	public override string spriteName => "electrocuted";

	public BuffElectrocuted(BuffSlot slot,Mob mob) : base(slot,mob) { }

	protected override void SubscribeEvents() {
		base.SubscribeEvents();
	}
	protected override void UnsubscribeEvents() {
		base.UnsubscribeEvents();
	}

	protected override void Update() {
		base.Update();

		if(_stacks>10&&slot.ContainsKey(GetType())) {
			DamageStats damage = new DamageStats();
			damage.amount=20;
			damage.damageType=DamageType.OverTime;
			damage.damageElement=DamageElement.Electricity;
			slot.mob.Damage(damage);

			slot[typeof(BuffParalyzed)].stacks+=2f;
			slot.RemoveBuff(GetType());
		}

	}
}